//---------------------------------------------------
//WEAPONS
//Submachine gun
Inventory_Gun* Submachine_Gun_1 = new Inventory_Gun();

//CRITTERS
//Spiders
critter* Spider_1 = new critter();

//A function that loads a weapon in without the owner and bullets.
//void LoadWeaponStats(Inventory_Gun* Gun, hgeSprite* GunSprite, hgeSprite* Cartridge, 
//hgeParticleSystem* MuzzleFlash, string name, float weight, int ammo, int shells, float spread, float reload, int gun_type, 
//float muzzle_radius, float base_damage, float base_caliber, flo      at base_velocity, float base_acceleration, float velocity_factor
//float armor_p, bool einsteinian, float base_accuracy, float speed_bink, float accuracy_dropoff, float accuracy_gain, 
//float bullet_dropoff_time, float velocity_dropoff, bool Bouncy, short BounceNum, bool Flaming, float FDPS, bool Poison, float PDPS, 
//bool Paralysis, float PTime, bool Ionic, float IDistance, bool Pierce, short PierceNum)

/*
Player* Owner;
 Conventional_Projectile* Bullets;
 hgeSprite* GunSprite; hgeSprite* Cartridge;
 hgeParticleSystem* MuzzleFlash;
 string weapon_name; float weapon_weight; int ammo_count, shells_per_shot; float spread_factor, base_reload;
 int fire_type; //0 for semi-automatic, 1 for automatic, 2 for infinite with cool-down
 float  muzzle_radius; //Distance away from the player that the bullet should generate.
 float  base_damage, bullet_caliber; //The base damage of the bullet plus the size
 float  base_velocity, base_acceleration, velocity_damage_factor, armor_piercing_factor;
 bool   affected_by_player_movement;
 float  base_accuracy, speed_bink_factor, accuracy_dropoff, accuracy_gain;
 float  bullet_dropoff_time, velocity_dropoff; 
 bool  Is_Bouncy,  Is_Flaming,  Is_Poison,   Is_Paralysis, Is_Ionic, Is_Piercing;
 short Bounce_Num, Flame_DPS, Poison_DPS, Paralysis_Time, Ion_Dist,  Pierce_Num;
*/



//---------------------------------------------------
